- Basic:Alf fire key (while not chasing player) will chase closest player in the spectator's aim.Jump key releases the spectator from the player at the player's location.Grab command will teleport the spectator at the wall the spectator's aiming, for fast navigation.'Chase' command, used to find players by partial matches > (EX: CHASE LANE > specs Tamerlane)

In order to enter Simulation mode, you must chase a player, then type 'Simulate', cycling players will keep simulation mode.In order to leave Simulation mode, jump out of your view target.

Other info:If server doesn't automatically put you in XC_Spectator mode, type MUTATE XC_SPEC and it'll reconnect you in said mode.In order to properly simulate, it is recommended that the the average server outgoing traffic per spectator never reaches the one specified by MaxClientRate.ViewClass and ViewPlayerNum antispam.ViewPlayerNum works like UTPure's.SiegeIV's clock below the player health.

this is an interesting mod higor! I see that you seem to be a very active and very creative resource to the ut99 community as a whole. couple of questions regarding this mod/mutator.

is this a replacement to normal spec mode? I mean do players type some cmds into console whilst speccing or press 'jump' key (space) to perform Some_Action?

also Iam wondering.. is there some better way of only allowing non-banned individuals into a match/server based on ip/subnet blocks as well as having a whitelist for players within the same range but not banned?

billybill wrote:Hey... never saw this release until now. I was working on something similar and I'm not too sure how you did that stuff for a serverside only mod. I got all the messages playing and displaying correctly until I got to sprees. Not sure if you remember or not because you wrote this a long time ago. I'm guessing you were to play the message to the spectator as if it was them on the spree. But then muting all server messages and creating a custom one. And spree message is probably more generic like not in red text like "you were killed by", or not slightly higher like "you killed". I recall doing the same mute message after for first blood messages, which is a little different, no playername in the message to the person who got it. So do you think that's what I would have to do to make them work?

Thanks for the mod, I'll check it out, wish I knew it existed. Maybe a Higor section is in order

Small update:- Displays timer on HUD when there's a ViewTarget.- Armors replicated separately. (they used to be replicated as a single unit)- Inventory simulation optimized (doesn't rebuild the inventory chain every frame).

Feature request (unless it's already in there, and I'm just missing the mechanism to activate it). It'd be really cool if you could "lock" into the third person perspective in a way that would maintain the same viewing angle relative to the host.

What I mean is, if you do "behindview 1", and rotate your mouse so that you're viewing the host from - as an example - immediately behind the back of their head, and looking along the same line-of-sight, it'd be handy if releasing the mouse would keep you aligned with that projection. So, when the host turns, the camera would swing with them, and you'd still be seeing things from the same perspective (as though the camera were sitting on a selfie-stick attached to the back of the host's head).

Perhaps breaking out of this jailed mode by turning the mouse by a certain number of degrees left or right. I lack the vocabulary to describe this in a way that would make my proposition clearer. Diagrams might be helpful, but perhaps this communicates the gist.